So last night was the first real play (i.e. post char generation) of Dave Hoover's Savage Worlds campaign "Avatars". After more than the usual delays, adding a new player (a fella named Ray) and a change of venue, we settled into a pretty stock wandering party of do-gooders gig.
One slight shock was Dave's announcement that all magic in the setting was clerical in nature, which kinda hoses my PC build. He's built as a wizard-healer, which is efficient since the medical skill heal and the spellcasting skill are both tied to the attribute Smarts. Now that he uses the Spirit-based faith skill instead of spellcasting my advancement plans are kinda hosed. Additionally, the professional edge: Wizard is off the table and I start out with one fewer power as a cleric. That means if I want my crappy "staff aflame" light spell, I'll need to burn a New Power edge for it. Obviously I need to go back to the drawing board as far as the advancement chart goes.
That aside, I had a pretty good time. The try-out combat went well. The Savage Worlds combat system looks alot like D&D 3E minus the Attacks of Opportunity and 5-foot steps that drive me so crazy. Pat's cow-orker Loren seems to be a bit of a contrarian when it comes to roleplaying. If the group wants to talk, he wants to fight. If we want to get on with the adventure, he wants to delay. He even took the Yellow hindrance (his PC is a coward) to assist him in hosing over party efficiency. I'm not sure what to make of this behavior.
One other thing that came up at the game was the fact that my friend Ray St. John has apparently moved back to town. I'd sure like to get him back into a game, but so far I can't find a listing for him.
I had lunch with my friend Don today. His Boy King campaign for Pendragon is chugging along well. Given his and his wife's schedules it looks like a Heroes Unlimited session is not in the cards right away. I may have to move on plans to run my BattleTech scenario soon.